Difference between revisions of "FF8/WorldMap rail"

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my_wiki>MaKiPL
(Added file scheme)
my_wiki>MaKiPL
(Added frames)
Line 32: Line 32:
 
| varies
 
| varies
 
| Padding / 00
 
| Padding / 00
 +
|}
 +
 +
===Animation key frame===
 +
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
 +
! style="background:rgb(204,204,204)" | Offset
 +
! style="background:rgb(204,204,204)" | Length
 +
! style="background:rgb(204,204,204)" | Description
 +
|-
 +
| 0
 +
| 2 Bytes signed
 +
| X Axis
 +
|-
 +
| 2
 +
| 2 Bytes
 +
| Unknown
 +
|-
 +
| 4
 +
| 2 Bytes signed
 +
| Z Axis
 +
|-
 +
| 6
 +
| 2 Bytes
 +
| Unknown
 +
|-
 +
| 8
 +
| 2 Bytes signed
 +
| Y Axis
 +
|-
 +
| 10
 +
| 2 Bytes
 +
| Unknown/ Always 00?
 +
|-
 +
| 12
 +
| 4 Bytes
 +
| Unknown
 
|}
 
|}

Revision as of 18:29, 31 May 2015

By MaKiPL

Info

Rail.obj is a file containing key locations of train movement. It stores location on world map, and the train automatically rotates, gives power and calculates needed info (like cargo rotation and etc.)

File scheme

The file is built the similiar way as World map WMX.obj. The engine is loading animation for specific train every 0x800 bytes (2048). Always. Animation cannot be larger than 2048, and if is smaller than 2048 bytes, then what's left is filled with 00. One animation frame is 16 bytes.


Offset Length Description
0 Byte Count of animation frames
1 Byte Unknown
2 10 bytes Unknown
varies count * 16 bytes Animation frames
varies varies Padding / 00

Animation key frame

Offset Length Description
0 2 Bytes signed X Axis
2 2 Bytes Unknown
4 2 Bytes signed Z Axis
6 2 Bytes Unknown
8 2 Bytes signed Y Axis
10 2 Bytes Unknown/ Always 00?
12 4 Bytes Unknown